Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Crafting and Inventory

Crafting

Crafting in ELDRA allows players to create weapons, armor, potions, and magical items through dedicated time and resources. The crafting process is driven by a measure called Crafting Points (C.P.), which reflects the amount of work required to complete an item.

Workload: Each crafter can contribute to the total workload a number of Crafting Points equal to their Craft skill level per day. At least one crafter must have their Craft skill equal to or higher than the required Crafting level. Crafters that don’t meet the required Crafting level can still contribute, but with a 50% penalty (rounded down).

Masterwork: When an item is finished, the main crafter rolls a d100. If the roll is high enough according to the table below, the item is considered a Masterwork and gains bonuses accordingly.

Craft Level +1 +2 +3
1 - - -
2 1% - -
3 2% 1% -
4 3% 2% -
5 5% 3% 1%

Magic Item Crafting: Each magic item has unique material requirements and workloads. Consult the Game Master for specifics.

Weapon Crafting

Weapons in ELDRA are forged through dedicated craftsmanship and careful resource management. Crafting a weapon requires both raw materials and a number of Crafting Points (C.P.) determined by its complexity.

Melee Weapons Melee weapons are crafted with attention to both durability and power. The following table provides the required materials and workload for each weapon type:

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Dagger 1 5 Gold 10
Staff 1 1 Gold 5
Whip 1 5 Gold 10
Javelin 2 10 Gold 10
Rapier 2 15 Gold 20
Short Sword 2 15 Gold 20
Battle-Axe 3 30 Gold 30
Long Sword 3 40 Gold 40
Morningstar 4 40 Gold 40
Spear 3 40 Gold 40
Halberd 4 100 Gold 90
Great-Axe 4 110 Gold 100
Greatsword 4 130 Gold 110
Siegebreaker 4 150 Gold 150
Warhammer 4 170 Gold 170
War Scythe 4 180 Gold 180
Colossus Maul 5 250 Gold 250
Void Cleaver 5 270 Gold 270
Soulpiercer 5 300 Gold 300

Improvised Weapons

Sometimes a character finds themselves without a weapon and must make do with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain, or a heavy book. Any object can be swung, driven, or thrown as an improvised weapon.

Making an improvised attack costs 1 AP and uses the Fight skill for melee or the Shoot skill for a thrown object. The attack may suffer a –2 penalty to the roll. On a hit, an improvised weapon deals 1d4 Physical damage. An improvised weapon gains no Might bonus to damage and has no special properties.

Throwing an Improvised Weapon.

A character may throw an improvised weapon using their Shoot skill, with a range of 10 / 20 meters (normal / long). Attacks made at long range suffer an additional –2 penalty.

Breaking.

After an improvised weapon is used to make an attack, the GM may decide it breaks or becomes unusable depending on the object’s durability. Fragile objects (a bottle, a ceramic pot) break on use. Sturdy objects (a chair leg, an iron bar) may survive several uses at GM discretion. A broken object cannot be used again as a weapon.

Ranged Weapons Ranged weapons are designed for distance and precision, requiring different materials and expertise compared to melee crafting.

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Hunting Bow 2 10 Gold 10
Short Bow 3 15 Gold 10
Bow 3 20 Gold 10
Long Bow 3 25 Gold 15
Composite Bow 3 125 Gold 45
Great Bow 4 125 Gold 30
Hand Crossbow 4 30 Gold 25
Hunting Crossbow 4 40 Gold 25
Light Crossbow 4 60 Gold 30
Heavy Crossbow 4 100 Gold 50
Siege Arbalest 4 120 Gold 80
Titan Arbalest 5 140 Gold 100
Pistol 5 500 Gold 200
Musket 5 1000 Gold 400
Arquebus 5 1800 Gold 700
War Cannon 5 2000 Gold 900

Armor Crafting

Armors in ELDRA are essential for protection against both physical and elemental damage. Crafting armor requires specific materials and a dedicated amount of Crafting Points (C.P.) depending on the complexity of the armor.

Armors The following table provides the crafting details for each type of armor, including the required materials and workload.

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Robe 1 10 Gold 10
Gambeson 1 10 Gold 10
Leather Armor 1 15 Gold 30
Reinforced Leather 2 30 Gold 40
Brigandine 2 40 Gold 50
Chain Shirt 2 50 Gold 60
Padded Armor 3 90 Gold 70
Breast Mail 3 100 Gold 80
Scale Mail 3 120 Gold 90
Ring Mail 4 180 Gold 120
Chain Mail 4 190 Gold 140
Half-Plate 4 200 Gold 150
Reinforced Brigandine 5 250 Gold 200
Splint 5 300 Gold 250
Full Plate 5 500 Gold 300
Soulforged Mail 5 1500 Gold 500
Warlord’s Plate 5 1800 Gold 600
Abyssal Plate 5 2000 Gold 650

Crafting Considerations:

Masterwork Armor Bonuses: When rolling for a masterwork, consult the Masterwork table under the main Crafting section to determine if the armor gains enhanced properties.

Shield Crafting

Crafting a shield requires specific materials and Crafting Points (C.P.), determined by its size and complexity.

Shields The following table outlines the crafting requirements for each type of shield, including the necessary materials and workload.

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Buckler Shield 2 2 Gold 5
Heater Shield 3 5 Gold 15
Kite Shield 3 20 Gold 35
Pavise Shield 3 25 Gold 40
Tower Shield 4 50 Gold 100

Crafting Considerations:

Masterwork Shield Bonuses. When rolling for a Masterwork shield, consult the Masterwork table under the main Crafting section. On a successful roll, choose one of the following bonuses:

Alchemy Crafting

Alchemy in ELDRA allows players to create potions, bombs and poisons with powerful effects. Alchemy uses two main components: Herb Pouch (HP) for herbal elements and Magical Powder (MP) for arcane effects.

A character can be under only one potion or poison effect at a time. Consuming a new potion or poison immediately ends any previous potion or poison effect.

Potions are divided into three categories:

If the alchemist’s Crafting Level is one level higher than the potion’s requirement, they may craft a Greater Potion. If their Crafting Level is two or more levels higher, they may craft a Supreme Potion.

Potions of crafting level 5 are referred to as Elixirs and represent the pinnacle of alchemical mastery. Only a crafter whose Crafts skill level is 5 or higher may attempt them.

Potion Table

Item Crafting Level Duration Materials Workload (C.P.)
Antidote 1 HP 1 4
Potion of Darkvision 1 1 h HP 2 4
Potion of Healing 1 HP 1 4
Potion of Protection 1 10 m HP 1 4
Potion of Steadiness 1 10 m HP 1, MP 1 4
Potion of Vitality 1 10 m HP 1 4
Potion of Animal Friendship 2 1 h HP 3, MP 1 12
Potion of Iron Skin 2 10 m HP 3, MP 1 12
Potion of Mana 2 HP 4 12
Potion of Mental Ward 2 10 m HP 1, MP 3 12
Potion of Reflex 2 10 m HP 2, MP 2 12
Potion of Water Breathing 2 1 h HP 2, MP 2 12
Potion of Courage 3 10 m HP 5, MP 4 36
Potion of Eagle Eye 3 10 m HP 4, MP 5 36
Potion of Elemental Infusion 3 10 m HP 3, MP 6 36
Potion of Giant’s Strength 3 10 m HP 7, MP 2 36
Potion of Speed 3 10 m HP 9 36
Potion of Vampiric Essence 3 10 m HP 4, MP 5 36
Potion of Arcane Surge 4 10 m HP 7, MP 9 72
Potion of Berserker’s Wrath 4 10 m HP 14, MP 2 72
Potion of Blurring 4 10 m HP 8, MP 8 72
Potion of Concentration 4 10 m HP 1, MP 15 72
Potion of Invisibility 4 10 m HP 9, MP 7 72
Potion of Regeneration 4 10 m HP 10, MP 6 72
Potion of Restoration 4 HP 15, MP 1 72
Elixir of Abyssal Might 5 10 m HP 18, MP 6 120
Elixir of Arcane Mastery 5 10 m HP 5, MP 20 120
Elixir of the Undying 5 2 h HP 15, MP 10 120
Elixir of Time 5 10 m HP 12, MP 12 120

Potion Descriptions

Potions in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers offer stronger effects but require greater material costs and workload.

Antidote

Potion of Darkvision

Potion of Healing

Potion of Protection

Potion of Steadiness

Potion of Vitality

Potion of Animal Friendship

Potion of Iron Skin

Potion of Mana

Potion of Mental Ward

Potion of Reflex

Potion of Water Breathing

Potion of Arcane Surge

Potion of Courage

Potion of Eagle Eye

Potion of Elemental Infusion

When crafting this potion, choose one element: Fire, Frost, or Lightning. The chosen element is bound into the potion and cannot be changed after crafting.

Potion of Giant’s Strength

Potion of Speed

Potion of Vampiric Essence

Potion of Berserker’s Wrath

Potion of Blurring

Potion of Concentration

Potion of Invisibility

Potion of Regeneration

Potion of Restoration

Elixir of Abyssal Might

Elixir of Arcane Mastery

Elixir of the Undying

Elixir of Time

Bomb Crafting

Alchemical bombs in ELDRA are volatile consumables designed to break formations, deny space, and punish clustered enemies. Like potions, bombs are crafted in three categories: Basic, Greater, and Supreme. Greater bombs require twice the material costs and workload of Basic, and Supreme bombs require four times the material costs and workload of Basic.

If the alchemist’s Crafting Level is one level higher than the bomb’s requirement, they may craft a Greater Bomb. If their Crafting Level is two or more levels higher, they may craft a Supreme Bomb.

Using a bomb costs 1 AP. A bomb is thrown at a point within 10 meters. All creatures within 2 meters of that point must make a Reflex roll against your Crafts. On a failure, they suffer the bomb’s full effect. On a success, they take half damage (rounded down) and avoid any additional condition or secondary effect unless the bomb states otherwise.

Bombs affect all creatures in the area, including allies.

Bomb Table

Item Crafting Level Duration Materials Workload (C.P.)
Fire Bomb 1 HP 1, MP 1 4
Frost Bomb 1 HP 1, MP 1 4
Smokepowder Bomb 1 2 r HP 2 4
Shock Bomb 2 HP 2, MP 2 12
Shrapnel Bomb 2 HP 3 12
Flash Bomb 2 1 r HP 1, MP 3 12
Venom Fume Bomb 3 2 r HP 5, MP 2 36
Tarfire Bomb 3 3 r HP 4, MP 3 36
Thunderstone Bomb 3 HP 3, MP 4 36
Freezing Cask 4 2 r HP 7, MP 5 72
Grave Dust Bomb 4 2 r HP 5, MP 7 72
Voidglass Bomb 5 HP 10, MP 10 120
Sunshard Bomb 5 2 r HP 8, MP 12 120

Bomb Descriptions

Bombs in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase damage, radius pressure, or duration in the same way that stronger potions offer stronger effects.

Fire Bomb

Frost Bomb

Smokepowder Bomb

Shock Bomb

Shrapnel Bomb

Flash Bomb

Venom Fume Bomb

Tarfire Bomb

Thunderstone Bomb

Freezing Cask

Grave Dust Bomb

Voidglass Bomb

Sunshard Bomb

Poison Crafting

Poisons in ELDRA are crafted and scaled in the same way as potions. They are divided into three categories: Basic, Greater, and Supreme. Greater poisons require twice the material costs and workload of Basic, and Supreme poisons require four times the material costs and workload of Basic.

If the alchemist’s Crafting Level is one level higher than the poison’s requirement, they may craft a Greater Poison. If their Crafting Level is two or more levels higher, they may craft a Supreme Poison.

Unless stated otherwise, applying a poison to a weapon, piece of ammunition, or a consumable costs 1 AP. Injury poisons last until the first successful hit or until the end of the scene, whichever comes first. Ingested poisons take effect when consumed. Inhaled poisons affect all creatures in a 2-meter radius and require a Fortitude roll against your Crafts.

Poison Table

Item Crafting Level Duration Materials Workload (C.P.)
Serpent Venom 1 1 r HP 1 4
Numbing Oil 1 1 r HP 1, MP 1 4
Blindworm Venom 2 1 r HP 2, MP 1 12
Crippling Toxin 2 2 r HP 3 12
Paralytic Venom 3 1 r HP 4, MP 2 36
Bloodrot Poison 3 3 r HP 5, MP 1 36
Mindfog Poison 4 3 r HP 3, MP 6 72
Widow’s Kiss 4 1 scene HP 7, MP 4 72
King’s Bane 5 1 scene HP 10, MP 8 120
Petrifying Resin 5 2 r HP 8, MP 10 120

Poison Descriptions

Poisons in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase the severity, duration, or damage of the poison in the same manner that stronger potions increase the strength of their effects.

Serpent Venom

Numbing Oil

Blindworm Venom

Crippling Toxin

Paralytic Venom

Bloodrot Poison

Mindfog Poison

Widow’s Kiss

King’s Bane

Petrifying Resin

Inventory Management

Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.

Item Slots: Each character is equipped with a limited number of item slots for quick and efficient access. These slots are divided as follows:

Backpack and Storage: Items that are not equipped remain in your backpack, accessible during exploration or with a dedicated action in combat.

Inventory Actions:

Magical and Rare Items: Magical items, despite their power, do not take up more space than their non-magical counterparts. They fit within the same inventory slots:

Example Inventory Layout: Below is an example of a typical adventurer’s inventory layout:

Antidote

Basic
Gain Advantage against poison effects.
Greater:
Gain double Advantage against poison effects.
Supreme
Gain quadruple Advantage against poison effects.

If you are already poisoned, make a defend roll when you drink the potion. Gain Advantage for Basic, double Advantage for Greater, and quadruple Advantage for Supreme.

Potion of Animal Friendship

Basic
You can speak with animals.
Greater
You can speak with animals and they will not attack you unless provoked. Duration is increased to 4 hours.
Supreme
You can speak with and command animals without question. You may designate one animal as a temporary companion for the duration of the scene without requiring the normal bonding process.

Potion of Arcane Surge

Basic
Gain +1 to your Magic and Focus skills for the duration.
Greater
Gain +2 to your Magic and Focus skills. Duration is increased to 1 hour.
Supreme
Gain +3 to your Magic and Focus skills. In addition, the mana cost of the first spell you cast during this duration is reduced by 1 (minimum 1). Duration is increased to 4 hours.

Potion of Berserker’s Wrath

Basic
You deal +2 damage on all melee attacks. However, you suffer −1 to all defend rolls for the duration. This effect cannot be ended early.
Greater
You deal +4 damage on all melee attacks and suffer −2 to all defend rolls. Duration is increased to 1 hour.
Supreme
You deal +6 damage on all melee attacks, your melee attacks ignore 2 Physical Defense, and your critical hits deal triple damage instead of double. You suffer −3 to all defend rolls and cannot take the Defensive Stance action for the duration. Duration is increased to 4 hours.

Potion of Blurring

Basic
Your body becomes blurred and indistinct. All attack rolls made against you suffer a −1 penalty.
Greater
All attack rolls made against you suffer a −2 penalty. Duration is increased to 1 hour.
Supreme
All attack rolls against you suffer a −3 penalty and ranged attacks against you are made at Disadvantage. Duration is increased to 1 hour.

Potion of Concentration

Basic
You gain a +1 bonus to Focus checks made to maintain concentration.
Greater
You gain a +2 bonus to concentration checks.
Supreme
You gain a +4 bonus to concentration checks and may concentrate on one additional spell simultaneously.

Potion of Courage

Basic
You gain Advantage against fear effects.
Greater
You gain Advantage and a +1 bonus on rolls against fear effects. Duration is increased to 1 hour.
Supreme
You gain double Advantage and a +2 bonus on rolls against fear effects. Duration is increased to 4 hours.

Potion of Darkvision

Basic
You gain Darkvision up to 20 meters for 1 hour. If you already have Darkvision, its range is extended by 20 meters instead.
Greater
You gain Darkvision up to 40 meters. Duration is increased to 4 hours.
Supreme
You gain Darkvision up to 60 meters. Duration is increased to 8 hours.

Potion of Eagle Eye

Basic
You gain +1 to your Perception skill for checks related to vision.
Greater
You gain +1 to Perception and gain Darkvision (40 meters) for the duration.
Supreme
You gain +2 to Perception and true vision (40 meters) for the duration, allowing you to see through magical darkness, illusions, and invisibility.

Potion of Elemental Infusion

When crafting this potion, choose one element: Fire, Frost, or Lightning. The chosen element is bound into the potion and cannot be changed after crafting.

Basic
For 10 minutes, your weapon attacks deal an additional 1d4 damage of the chosen elemental type on a hit and apply that element's associated combat effect.
Greater
The additional elemental damage increases to 1d6 and applies to both melee and ranged weapon attacks. Duration is increased to 1 hour.
Supreme
The additional elemental damage increases to 1d8. Once during the duration, you may trigger the chosen element's additional Elemental Damage effect as a free action without spending AP. Duration is increased to 4 hours.

Potion of Giant’s Strength

Basic
Gain +1 to your Might skill for the duration.
Greater
Gain +2 to your Might skill. Duration is increased to 1 hour.
Supreme
Gain +3 to your Might skill. Your melee attacks gain Armor Pierce equal to your Might bonus from this potion. Duration is increased to 4 hours.

Potion of Healing

Basic
Regain Physical Stress points equal to the brewer’s Crafts skill + 1d4.
Greater
Regain Physical Stress points equal to twice the brewer’s Crafts skill + 2d4.
Supreme
Regain Physical Stress points equal to three times the brewer’s Crafts skill + 4d4.

Potion of Invisibility

Basic
You become invisible for 10 minutes. The effect ends immediately if you attack or cast a spell.
Greater
You become invisible for 1 hour. The effect ends if you attack or cast a spell.
Supreme
You become invisible for 4 hours. Attacking or casting a spell causes the effect to flicker: the invisibility suppresses until the start of your next turn, then resumes.

Potion of Iron Skin

Basic
Gain +1 Physical Defense.
Greater
Gain +2 Physical Defense. Duration is increased to 1 hour.
Supreme
Gain +3 Physical Defense. Duration is increased to 4 hours.

Potion of Mana

Basic
Regain 1d4 Mana.
Greater
Regain 2d4 Mana.
Supreme
Regain 4d4 Mana.

Potion of Mental Ward

Basic
Gain +1 to all Resolve skill checks and mental defend rolls.
Greater
Gain +2 to all Resolve checks and immediately recover Mental Stress points equal to the brewer’s Crafts skill. Duration is increased to 1 hour.
Supreme
Gain +3 to all Resolve checks, recover Mental Stress points equal to twice the brewer’s Crafts skill, and gain Advantage against charm and fear effects. Duration is increased to 4 hours.

Potion of Protection

Basic
Gain +1 Physical or Elemental Defense (choose when drinking).
Greater
Gain +1 Physical and Elemental Defense. Duration is increased to 1 hour.
Supreme
Gain +2 Physical and Elemental Defense. Duration is increased to 24 hours.

Potion of Reflex

Basic
Gain +1 to all Reflex defend rolls.
Greater
Gain +2 to all Reflex defend rolls and +1 to initiative (Perception rolls for turn order). Duration is increased to 1 hour.
Supreme
Gain +3 to all Reflex defend rolls and you may take one additional Reaction per round. Duration is increased to 4 hours.

Potion of Regeneration

Basic
At the start of each of your turns, recover Physical Stress points equal to half the brewer's Crafts skill (rounded up).
Greater
At the start of each of your turns, recover Physical Stress points equal to the brewer's Crafts skill. Duration is increased to 1 hour.
Supreme
At the start of each of your turns, recover Physical Stress points equal to the brewer's Crafts skill. Once during the duration, one Mild Consequence is automatically healed. Duration is increased to 4 hours.

Potion of Restoration

Basic
You recover 2 physical Consequences, starting from the lowest level.
Greater
You recover 4 physical Consequences.
Supreme
You recover 8 physical Consequences.

Potion of Speed

Basic
You gain a +4 meter bonus to your movement speed.
Greater
You gain a +8 meter bonus to your movement speed. Duration is increased to 1 hour.
Supreme
You gain a +10 meter bonus to your movement speed and the AP cost of the Move action is reduced by 1 (minimum 0). Duration is increased to 4 hours.

Potion of Steadiness

Basic
You gain Advantage on Fortitude checks made to resist being knocked Prone or forcibly repositioned.
Greater
You gain Advantage on Fortitude checks to resist forced movement and cannot be knocked Prone by non-magical means. Duration is increased to 1 hour.
Supreme
You cannot be knocked Prone or forcibly repositioned by any means for the duration. Duration is increased to 4 hours.

Potion of Vampiric Essence

Basic
For 10 minutes, your weapon attacks deal an additional 1d4 Necrotic damage on a hit. You recover Physical Stress points equal to the brewer’s Crafts skill + half the Necrotic damage dealt (rounded down).
Greater
The additional damage increases to 1d6 Necrotic. Duration is increased to 1 hour.
Supreme
The additional damage increases to 1d8 Necrotic, and you recover Physical Stress points equal to the brewer's Crafts skill + the full amount of Necrotic damage dealt. Duration is increased to 4 hours.

Potion of Vitality

Basic
Gain temporary Physical Stress points equal to the brewer’s Crafts skill. Temporary stress points are lost first before normal stress.
Greater
Gain temporary Physical Stress points equal to twice the brewer’s Crafts skill. Duration is increased to 1 hour.
Supreme
Gain temporary Physical Stress points equal to three times the brewer’s Crafts skill. Duration is increased to 24 hours.

Potion of Water Breathing

Basic
You can breathe underwater.
Greater
You can breathe underwater. Duration is increased to 6 hours.
Supreme
You can breathe underwater for 24 hours and can understand and speak with creatures native to water environments.

Weapon Crafting

Weapons in ELDRA are forged through dedicated craftsmanship and careful resource management. Crafting a weapon requires both raw materials and a number of Crafting Points (C.P.) determined by its complexity.

Melee Weapons Melee weapons are crafted with attention to both durability and power. The following table provides the required materials and workload for each weapon type:

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Dagger 1 5 10
Staff 1 1 5
Whip 1 5 10
Javelin 2 10 10
Rapier 2 15 20
Short Sword 2 15 20
Battle-Axe 3 30 30
Long Sword 3 40 40
Morningstar 4 40 40
Spear 3 40 40
Halberd 4 100 90
Great-Axe 4 110 100
Greatsword 4 130 110
Siegebreaker 4 150 150
Warhammer 4 170 170
War Scythe 4 180 180
Colossus Maul 5 250 250
Void Cleaver 5 270 270
Soulpiercer 5 300 300

Ranged Weapons Ranged weapons are designed for distance and precision, requiring different materials and expertise compared to melee crafting.

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Hunting Bow 2 10 10
Short Bow 3 15 10
Bow 3 20 10
Long Bow 3 25 15
Composite Bow 3 125 45
Great Bow 4 125 30
Hand Crossbow 4 30 25
Hunting Crossbow 4 40 25
Light Crossbow 4 60 30
Heavy Crossbow 4 100 50
Siege Arbalest 4 120 80
Titan Arbalest 5 140 100
Pistol 5 500 200
Musket 5 1000 400
Arquebus 5 1800 700
War Cannon 5 2000 900
Improvised Weapons
Sometimes a character finds themselves without a weapon and must make do with whatever is at hand i.e. a chair leg, a bottle, a torch, a chain, or a heavy book. Any object can be swung, driven, or thrown as an improvised weapon.

Making an improvised attack costs 1 AP and uses the Fight skill for melee or the Shoot skill for a thrown object. The attack may suffer a --2 penalty to the roll. On a hit, an improvised weapon deals 1d4 Physical damage. An improvised weapon gains no Might bonus to damage and has no special properties.

A character may throw an improvised weapon using their Shoot skill, with a range of 10 / 20 meters (normal / long). Attacks made at long range suffer an additional −2 penalty.

After an improvised weapon is used to make an attack, the GM may decide it breaks or becomes unusable depending on the object’s durability. Fragile objects (a bottle, a ceramic pot) break on use. Sturdy objects (a chair leg, an iron bar) may survive several uses at GM discretion. A broken object cannot be used again as a weapon.

Armor Crafting

Armors in ELDRA are essential for protection against both physical and elemental damage. Crafting armor requires specific materials and a dedicated amount of Crafting Points (C.P.) depending on the complexity of the armor.

Armors
The following table provides the crafting details for each type of armor, including the required materials and workload.
Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Robe 1 10 10
Gambeson 1 10 10
Leather Armor 1 15 30
Reinforced Leather 2 30 40
Brigandine 2 40 50
Chain Shirt 2 50 60
Padded Armor 3 90 70
Breast Mail 3 100 80
Scale Mail 3 120 90
Ring Mail 4 180 120
Chain Mail 4 190 140
Half-Plate 4 200 150
Reinforced Brigandine 5 250 200
Splint 5 300 250
Full Plate 5 500 300
Soulforged Mail 5 1500 500
Warlord's Plate 5 1800 600
Abyssal Plate 5 2000 650

Crafting Considerations :

Masterwork Armor Bonuses:
When rolling for a masterwork, consult the Masterwork table under the main Crafting section to determine if the armor gains enhanced properties.

Elixir of Abyssal Might

Basic
Gain +2 to all melee attack rolls and melee damage, +2 Physical Defense, and +4 meters movement speed. You cannot cast spells or use magical abilities for the duration.
Greater
Bonuses increase to +3 to attack rolls and damage, +3 Physical Defense, and +6 meters movement. Duration is increased to 1 hour.
Supreme
Bonuses increase to +4 to attack rolls and damage, +4 Physical Defense, and +8 meters movement. Your unarmed strikes deal bludgeoning damage equal to your full Might skill level rather than half. Duration is increased to 4 hours.

Elixir of Arcane Mastery

Basic
Gain +2 to all Magic and Focus skill rolls, reduce the mana cost of all spells by 1 (minimum 1), and your spells ignore 2 Elemental Defense.
Greater
Bonuses increase to +3 to Magic and Focus, mana costs reduced by 2 (minimum 1), and spells ignore 3 Elemental Defense. Duration is increased to 1 hour.
Supreme
Bonuses increase to +4 to Magic and Focus. Once during the duration, you may cast one spell you know without spending mana. Your spells ignore 4 Elemental Defense. Duration is increased to 4 hours.

Elixir of the Undying

Basic
For 2 hours, the first time you would be Taken Out, you instead remain conscious with 1 unfilled Consequence slot remaining and immediately recover Physical Stress points equal to the brewer's Crafts skill + 1d4. This effect is then consumed.
Greater
As Basic, but you recover Physical Stress points equal to twice the brewer’s Crafts skill + 2d4 when the effect triggers. Duration is increased to 8 hours.
Supreme
As Basic, but you recover Physical Stress points equal to three times the brewer's Crafts skill + 4d4 and may immediately take a free turn when the effect triggers. Duration lasts until your next long rest.

Elixir of Time

Basic
Once per turn, you may move up to half your movement speed as a free action (0 AP). Additionally, gain +4 meters to your movement speed.
Greater
Once per turn, you may move up to your full movement speed as a free action. Additionally, gain +6 meters movement. Duration is increased to 1 hour.
Supreme
Once per turn, you may move up to your full movement speed as a free action, and the cost of your first Move action each turn is reduced to 0 AP. Additionally, gain +8 meters movement. Duration is increased to 4 hours.

Shield Crafting

Crafting a shield requires specific materials and Crafting Points (C.P.), determined by its size and complexity.

The following table outlines the crafting requirements for each type of shield, including the necessary materials and workload.

Item Crafting Level Materials (Worth of Gold) Workload (C.P.)
Buckler Shield 2 2 5
Heater Shield 3 5 15
Kite Shield 3 20 35
Pavise Shield 3 25 40
Tower Shield 4 50 100

Crafting Considerations:

Masterwork Shield Bonuses:
When rolling for a Masterwork shield, consult the Masterwork table under the main Crafting section. On a successful roll, choose one of the following bonuses:
Reactive Edge
One of the shield's abilities that costs AP may be used once per scene for free (0 AP cost).
Reinforced Core
The shield's Reaction ability may be triggered twice per round instead of once.
Weapon-Quality
The shield's bash damage increases by one die size (e.g. 1d6 → 1d8).

Alchemy Crafting

Alchemy in ELDRA allows players to create potions, bombs and poisons with powerful effects. Alchemy uses two main components: Herb Pouch (HP) for herbal elements and Magical Powder (MP) for arcane effects.

Crafting and Inventory

Crafting in ELDRA allows players to create weapons, armor, potions, and magical items through dedicated time and resources. The crafting process is driven by a measure called Crafting Points (C.P.), which reflects the amount of work required to complete an item.

Workload
Each crafter can contribute to the total workload a number of Crafting Points equal to their Craft skill level per day. At least one crafter must have their Craft skill equal to or higher than the required Crafting level. Crafters that don’t meet the required Crafting level can still contribute, but with a 50% penalty (rounded down).
Masterwork
When an item is finished, the main crafter rolls a d100. If the roll is high enough according to the table below, the item is considered a Masterwork and gains bonuses accordingly.
  • If a melee or ranged weapon is a Masterwork, it grants a bonus to the Fight or Shoot skills of the wielder.
  • If an armor or shield is a Masterwork, it provides additional physical and elemental defenses.
Craft Level +1 +2 +3
1 - - -
2 1 - -
3 2 1 -
4 3 2 -
5 5 3 1
Magic Item Crafting
Each magic item has unique material requirements and workloads. Consult the Game Master for specifics.

Potion Crafting

A character can be under only one potion or poison effect at a time. Consuming a new potion or poison immediately ends any previous potion or poison effect.

Potions are divided into three categories:

Higher tiers offer stronger effects but require greater material costs and workload. If the alchemist’s Crafting Level is one level higher than the potion’s requirement, they may craft a Greater Potion. If their Crafting Level is two or more levels higher, they may craft a Supreme Potion.

Potions of crafting level 5 are referred to as Elixirs and represent the pinnacle of alchemical mastery. Only a crafter whose Crafts skill level is 5 or higher may attempt them.

Potion Table:

Item Crafting Level Duration Materials Workload (C.P.)
Antidote 1 HP 1 4
Potion of Darkvision 1 1 h HP 2 4
Potion of Healing 1 HP 1 4
Potion of Protection 1 10 m HP 1 4
Potion of Steadiness 1 10 m HP 1, MP 1 4
Potion of Vitality 1 10 m HP 1 4
Potion of Animal Friendship 2 1 h HP 3, MP 1 12
Potion of Iron Skin 2 10 m HP 3, MP 1 12
Potion of Mana 2 HP 4 12
Potion of Mental Ward 2 10 m HP 1, MP 3 12
Potion of Reflex 2 10 m HP 2, MP 2 12
Potion of Water Breathing 2 1 h HP 2, MP 2 12
Potion of Courage 3 10 m HP 5, MP 4 36
Potion of Eagle Eye 3 10 m HP 4, MP 5 36
Potion of Elemental Infusion 3 10 m HP 3, MP 6 36
Potion of Giant's Strength 3 10 m HP 7, MP 2 36
Potion of Speed 3 10 m HP 9 36
Potion of Vampiric Essence 3 10 m HP 4, MP 5 36
Potion of Arcane Surge 4 10 m HP 7, MP 9 72
Potion of Berserker's Wrath 4 10 m HP 14, MP 2 72
Potion of Blurring 4 10 m HP 8, MP 8 72
Potion of Concentration 4 10 m HP 1, MP 15 72
Potion of Invisibility 4 10 m HP 9, MP 7 72
Potion of Regeneration 4 10 m HP 10, MP 6 72
Potion of Restoration 4 HP 15, MP 1 72
Elixir of Abyssal Might 5 10 m HP 18, MP 6 120
Elixir of Arcane Mastery 5 10 m HP 5, MP 20 120
Elixir of the Undying 5 2 h HP 15, MP 10 120
Elixir of Time 5 10 m HP 12, MP 12 120

Bomb Crafting

Alchemical bombs in ELDRA are volatile consumables designed to break formations, deny space, and punish clustered enemies. Like potions, bombs are crafted in three categories: Basic, Greater, and Supreme. Greater bombs require twice the material costs and workload of Basic, and Supreme bombs require four times the material costs and workload of Basic.

If the alchemist’s Crafting Level is one level higher than the bomb’s requirement, they may craft a Greater Bomb. If their Crafting Level is two or more levels higher, they may craft a Supreme Bomb.

Using a bomb costs 1 AP. A bomb is thrown at a point within 10 meters. All creatures within 2 meters of that point must make a Reflex roll against your Crafts. On a failure, they suffer the bomb’s full effect. On a success, they take half damage (rounded down) and avoid any additional condition or secondary effect unless the bomb states otherwise.

Bombs affect all creatures in the area, including allies.

Bomb Table:

Item Crafting Level Duration Materials Workload (C.P.)
Fire Bomb 1 HP 1, MP 1 4
Frost Bomb 1 HP 1, MP 1 4
Smokepowder Bomb 1 2 r HP 2 4
Shock Bomb 2 HP 2, MP 2 12
Shrapnel Bomb 2 HP 3 12
Flash Bomb 2 1 r HP 1, MP 3 12
Venom Fume Bomb 3 2 r HP 5, MP 2 36
Tarfire Bomb 3 3 r HP 4, MP 3 36
Thunderstone Bomb 3 HP 3, MP 4 36
Freezing Cask 4 2 r HP 7, MP 5 72
Grave Dust Bomb 4 2 r HP 5, MP 7 72
Voidglass Bomb 5 HP 10, MP 10 120
Sunshard Bomb 5 2 r HP 8, MP 12 120

Bombs in ELDRA come in three variants: Basic, Greater, and Supreme. Higher tiers increase damage, radius pressure, or duration in the same way that stronger potions offer stronger effects.

Poison Crafting

Poisons in ELDRA are crafted and scaled in the same way as potions. They are divided into three categories: Basic, Greater, and Supreme. Greater poisons require twice the material costs and workload of Basic, and Supreme poisons require four times the material costs and workload of Basic. Higher tiers increase the severity, duration, or damage of the poison in the same manner that stronger potions increase the strength of their effects.

If the alchemist’s Crafting Level is one level higher than the poison's requirement, they may craft a Greater Poison. If their Crafting Level is two or more levels higher, they may craft a Supreme Poison.

Unless stated otherwise, applying a poison to a weapon, piece of ammunition, or a consumable costs 1 AP. Injury poisons last until the first successful hit or until the end of the scene, whichever comes first. Ingested poisons take effect when consumed. Inhaled poisons affect all creatures in a 2-meter radius and require a Fortitude roll against your Crafts.

Poison Table:

Item Crafting Level Duration Materials Workload (C.P.)
Serpent Venom 1 1 r HP 1 4
Numbing Oil 1 1 r HP 1, MP 1 4
Blindworm Venom 2 1 r HP 2, MP 1 12
Crippling Toxin 2 2 r HP 3 12
Paralytic Venom 3 1 r HP 4, MP 2 36
Bloodrot Poison 3 3 r HP 5, MP 1 36
Mindfog Poison 4 3 r HP 3, MP 6 72
Widow's Kiss 4 1 scene HP 7, MP 4 72
King's Bane 5 1 scene HP 10, MP 8 120
Petrifying Resin 5 2 r HP 8, MP 10 120

Inventory Management

Inventory in ELDRA is designed to be flexible and streamlined for faster gameplay. Characters can carry and access items logically without the need for micromanaging weight. Instead, the system is slot-based, representing logical storage and accessibility.

Item Slots
Each character is equipped with a limited number of item slots for quick and efficient access. These slots are divided as follows:
  • Weapons — You may equip up to two primary weapons/shields (one main hand, one off-hand) or one ranged weapon.
  • Armor and Shield — You may wear one armor at a time.
  • Quick Access Slots — You have 3 quick-access slots for Potions, Scrolls,small tools, or weapons with might requirements of 1 or less. These can be drawn spending a 1 AP.
Backpack and Storage
Items that are not equipped remain in your backpack, accessible during exploration or with a dedicated action in combat.
  • Backpack Access (2 AP) — You may retrieve one item from your backpack during your turn.
  • Adventuring Gear — Common backpack items include rations, rope, torches, and survival kits.
  • Scrolls and Potions — Potions and scrolls may be stored in the backpack but must be transferred to a quick slot to be used for 1 AP.

Inventory Actions :

Magical and Rare Items :

Example Inventory Layout
Below is an example of a typical adventurer's inventory layout:
  • Weapons — Long Sword (Main Hand), Dagger (Off-Hand), Short Bow (Ranged)
  • Armor — Chain Shirt
  • Shield — Buckler Shield
  • Quick Access Slots — Healing Potion, Scroll of Fireball, Lockpick Set
  • Backpack — 15 m of Rope, 10 Rations, Tent, Torch, Water Flask, Potion of Protection

Blindworm Venom

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or be \textbf{Blinded} until the end of its next turn.
Greater
Duration is increased to 2 rounds.
Supreme
Duration is increased to 2 rounds, and the target also suffers −2 to Perception checks for the rest of the scene.

Bloodrot Poison

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or take 1d4 Physical damage at the start of each of its turns for 3 rounds.
Greater
The damage increases to 2d4.
Supreme
The damage increases to 4d4. The effect lasts until the end of the scene or until the target receives any magical healing.

Crippling Toxin

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or its movement speed is reduced by 4 meters for 2 rounds.
Greater
The movement reduction increases to 8 meters.
Supreme
The movement reduction increases to 10 meters, and the target cannot take the Disengage action while affected.

Fire Bomb

Basic
Creatures in the area take 1d4 Fire damage. Creatures that fail their Reflex also take 1 additional Fire damage at the start of their next turn.
Greater
Creatures in the area take 2d4 Fire damage. The additional Fire damage at the start of the next turn increases to 2.
Supreme
Creatures in the area take 4d4 Fire damage. The additional Fire damage at the start of the next turn increases to 4.

Flash Bomb

Basic
Creatures that fail their Reflex are Blinded until the end of their next turn.
Greater
Creatures that fail their Reflex are Blinded for 2 rounds.
Supreme
Creatures that fail their Reflex are Blinded for 2 rounds and suffer −2 to Resolve checks until the effect ends.

Frost Bomb

Basic
Creatures in the area take 1d4 Frost damage. Creatures that fail their Reflex lose movement equal to the Frost damage they took from the bomb until the start of their next turn.
Greater
Creatures in the area take 2d4 Frost damage. Duration of the movement penalty is increased to 2 rounds.
Supreme
Creatures in the area take 4d4 Frost damage. Duration of the movement penalty is increased to 3 rounds.

Grave Dust Bomb

Basic
Creatures in the area take 1d6 Necrotic damage. Living creatures that fail their Reflex also suffer −1 to Resolve checks for 2 rounds.
Greater
Creatures in the area take 2d6 Necrotic damage. The Resolve penalty increases to −2.
Supreme
Creatures in the area take 4d6 Necrotic damage. Living creatures that fail their Reflex also suffer −2 to Resolve checks and cannot recover Mental Stress until the end of their next turn.

King’s Bane

Basic
Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts. On a failure, it becomes Poisoned for the scene and immediately takes a Mild Consequence. On a success, it becomes Poisoned until the end of its next turn.
Greater
On a failed Fortitude defend roll, the target instead takes a Moderate Consequence.
Supreme
On a failed Fortitude defend roll, the target takes a Moderate Consequence and 4d4 Physical damage. On a success, it still takes 2d4 Physical damage and becomes Poisoned until the end of its next turn.

Mindfog Poison

Basic
Ingested or inhaled poison. The target must make a Fortitude defend roll against your Crafts or suffer −1 to Resolve, Focus, and Magic checks for 3 rounds.
Greater
The penalty increases to −2.
Supreme
The penalty increases to −3, and the target immediately takes 2 Mental Stress points on a failed Fortitude roll.

Numbing Oil

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or suffer −1 to all defend rolls until the end of its next turn.
Greater
The penalty increases to −2.
Supreme
The penalty increases to −3, and the target also loses its Reaction until the start of its next turn.

Paralytic Venom

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become Dazed until the end of its next turn.
Greater
Duration is increased to 2 rounds.
Supreme
Duration is increased to 2 rounds. If the target fails its Fortitude by 3 or more, it becomes Paralyzed until the end of its next turn instead.

Petrifying Resin

Basic
Injury or inhaled poison. The target must make a Fortitude defend roll against your Crafts or become Restrained for 2 rounds as its body stiffens.
Greater
Duration is increased to 3 rounds.
Supreme
Duration is increased to 3 rounds. If the target fails its Fortitude by 3 or more, it also becomes Incapacitated until the end of its next turn.

Serpent Venom

Basic
Injury poison. On a successful hit, the target must make a Fortitude defend roll against your Crafts or become \textbf{Poisoned} until the end of its next turn.
Greater
Duration is increased to 2 rounds.
Supreme
Duration is increased to 4 rounds.

Shock Bomb

Basic
Creatures in the area take 1d6 Lightning damage. For every 3 Lightning damage a creature takes from this bomb, it suffers −1 to its next action.
Greater
Creatures in the area take 2d6 Lightning damage. The penalty to the next action lasts for 2 rounds instead of 1.
Supreme
Creatures in the area take 4d6 Lightning damage. Creatures that fail their Reflex by 3 or more are also Dazed until the end of their next turn.

Shrapnel Bomb

Basic
Creatures in the area take 1d6 Piercing damage.
Greater
Creatures in the area take 2d6 Piercing damage.
Supreme
Creatures in the area take 4d6 Piercing damage. Creatures that fail their Reflex also suffer −1 to all defend rolls until the start of their next turn.

Smokepowder Bomb

Basic
Creates a 2-meter-radius smoke cloud for 2 rounds. The area is heavily obscured.
Greater
Creates a 3-meter-radius smoke cloud for 4 rounds. Creatures inside the cloud suffer −1 to attack rolls.
Supreme
Creates a 4‐meter‐radius smoke cloud for 1 minute. Creatures inside the cloud suffer −2 to attack rolls.

Sunshard Bomb

Basic
Creatures in the area take 1d6 Radiant damage. Undead and Vampires take double damage. The area glows with bright light in a 4‐meter radius for 2 rounds.
Greater
Creatures in the area take 2d6 Radiant damage. The bright light lasts for 1 minute.
Supreme
Creatures in the area take 4d6 Radiant damage. Undead and Vampires that fail their Reflex are also Blinded until the end of their next turn. The bright light lasts for 10 minutes.

Tarfire Bomb

Basic
Creatures in the area take 1d4 Fire damage. The ground in the blast area burns for 3 rounds. Any creature entering or starting its turn there takes 1 Fire damage.
Greater
Initial damage becomes 2d4 Fire. The burning ground deals 2 Fire damage.
Supreme
Initial damage becomes 4d4 Fire. The burning ground deals 4 Fire damage for 5 rounds and counts as difficult terrain for the same duration.

Thunderstone Bomb

Basic
Creatures in the area take 1d4 Bludgeoning damage and must make a Fortitude defend roll against your Crafts or be knocked Prone.
Greater
Creatures in the area take 2d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and suffer −1 to their next attack roll.
Supreme
Creatures in the area take 4d4 Bludgeoning damage. On a failed Fortitude defend roll, they are knocked Prone and become Dazed until the end of their next turn.

Venom Fume Bomb

Basic
Creates a 2‐meter‐radius toxic cloud for 2 rounds. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Fortitude defend roll against your Crafts or become Poisoned until the end of its next turn.
Greater
Duration is increased to 4 rounds. A creature that fails its Fortitude also takes 1d4 Physical damage.
Supreme
Duration is increased to 1 minute. A creature that fails its Fortitude becomes Poisoned for 2 rounds and takes 2d4 Physical damage.

Voidglass Bomb

Basic
Creatures in the area take 2d8 Piercing damage. Creatures that fail their Reflex also suffer −2 to all defend rolls until the start of their next turn.
Greater
Creatures in the area take 4d8 Piercing damage. The defend penalty lasts for 2 rounds.
Supreme
Creatures in the area take 8d8 Piercing damage. The defend penalty lasts for 2 rounds, and creatures that fail by 3 or more also take a Mild Consequence if their Physical Stress Pool is at 0.

Widow’s Kiss

Basic
Injury or ingested poison. The target must make a Fortitude defend roll against your Crafts or become Poisoned for the scene. While affected, the target cannot recover Physical Stress points by non‐magical means.
Greater
In addition, the target suffers −1 to Fortitude checks for the scene.
Supreme
In addition, the target suffers −2 to Fortitude checks for the scene and cannot regain Physical Stress points from magical healing until the end of its next turn after being healed.